Passing a variable to other Players

In my game I need to share a variable (a Seed to generate a Map) to all other Players connected, I already wrote a sort of code but it doesn’t seem to work, what’s wrong?:

using UnityEngine;
using System.Collections;

public class RandomSeed : MonoBehaviour {

	public static int randomSeed;
	
	// Update is called once per frame
	void Update () {
			if(NetworkManager.multiPlayer){
				if(Network.isServer){
					randomSeed = Random.Range(33, 6574839);
					networkView.RPC("SetSeed", RPCMode.All, randomSeed);
					canModify = false;
				}
			}
	}

	[RPC] 
	void SetSeed(int newSeed){
		randomSeed = newSeed;
	}
}

I get really confused when trying to code with RPC, is the problem in the RPC part?

//Script 1
//void should be public or static
public void SetSeed(int newSeed) {
//set newSeed to some vars as you like
}

//Script2
void Update () {
  if(NetworkManager.multiPlayer){
    if(Network.isServer){
       randomSeed = Random.Range(33, 6574839);
       //change here 
       //if SetSeed void is static
       script1.SetSeed(100);
       //if SetSeed void is public
       GameObject.Find("name").GetComponent<Script1>().SetSeed(100);
       //an other public void calling method
       GameObject.Find("name").SendMessage("SetSeed", 100);
       
       //networkView.RPC("SetSeed", RPCMode.All, randomSeed);
       canModify = false;
    }
  }
}