Rpc from Child Class won't work (and makes the game stutter)

Everytime I send a ClientRpc from Server to Clients through a NPC I get this (along with it not working and the game stuttering)

Exactly when sending ONE single RPC

  [ClientRpc]
  public void RpcSendHealth(int hp)
  {
      health = hp;
  }

and just calling

  if (isServer)
      RpcSendHealth(health);

upon taking damage.

I then noticed this only happens when the Rpc is situated in the Parent Class, using ONLY the Parent Class it works just fine.

Any ideas? This is really annoying, I need to send information to players and this won’t let me.
I have a BasicAI class which contains the Rpcs and is inherited by other classes.

Here’s a small note I jotted down when I wanted to do something to make a network game. Hopefully this helps:

/*
    Steps to use:

    [Client -> Server] is the [Command] attribute.
    Use [ClientCallback] to call a [Command] method.
    Use [Command] to "sync" or give corrections to an important/useful variable.
    Use [SyncVar] to "sync" the important/useful variable across all clients.
    Use the important/useful variable to update other game object related properties.

*/

try upgrading to the latest patch release

It is up to date(I believe), 5.1.1f1 right?

I found a workaround but it’s kind of annoying, placing all RPCs and Commands in a separate class with no inheritance between this one and the caller(the original parent class).

Well this was just a test, usually I’d use RPCs to make Clients run certain methods which cannot be done elseway.

It’s technically 5.1.2f1. So, you need to update.

How do I get the newest version then?

For 5.1.2f1, you’ll need to manually download the update. It’s 162MB, and needs to be installed over your current Unity editor.

Welp thanks a ton! I’ll post as soon as I test this with the new update (unless someone else has tried already)

Edit:
Yep, works like a charm.