Unity Networking: player shooting only correctly working on host side and not client side

Hi, I am creating a very simple fps multiplayer shooting game. I wanted to use prefab shooting instead of ray-cast. After setting up my shooting script i noticed that on the host side: the bullet spawns in the correct position with the correct rotation and moves in the correct direction, it also correctly damages other players, however on the client side there is an issue with the bullet spawning position. It only spawns at the height of the player e.g. if i look forward the bullet fires at the same height as the player, if i look up it wont bullet wont fire into the sky but fire from the height of the player in a straight-ward direction the same happen if i look down, it wont fire the bullet towards the ground. Here is the script i am using for player shooting, the code for shooting is in the cmdFire function:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;

[AddComponentMenu("Control Script/FPS Input")]
public class PlayerController : NetworkBehaviour 
	// Varibles to control speed of player rotation 
	public float sensitivityHor = 5.0f;
	public float sensitivityVert = 5.0f; 

	// Varibles to limit vertical rotation 
	public float minimumVert = -45.0f; 
	public float maximumVert = 45.0f; 

	private float _rotationX = 0;	

	// Varibles for player movement 
	public float speed = 7.5f;
	public float gravity = -9.8f;

	// Varibles for player health 
	public int currentHealth = maxHealth;

	public const int maxHealth = 100;
	public float healthBarValue;

    // Reference varibles
	private CharacterController _charController;

    private Camera _camera;

	private Color _colour;

	[SerializeField] private GameObject bulletPrefab;	// Exposes varible in inspector but can't be changed by other scripts 
	private GameObject _bullet;

	// Use this for initialization
	void Start () 
		// Make sure that the player rotation is soley controlled by the mouse and not affected by the physics simulations
		Rigidbody body = GetComponent<Rigidbody> ();

		if (body != null) 
			body.freezeRotation = true;

		// Hide the mouse curser at the centre of the screen
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = false;
		_charController = GetComponent<CharacterController> ();

		SetColor (_colour);

	void OnGUI()
		int size = 12;
		float posX = _camera.pixelWidth / 2 - size / 4;
		float posY = _camera.pixelHeight / 2 - size / 2;
		GUI.Label (new Rect (posX, posY, size, size), " * ");

		posX = Screen.width / 2 - Screen.width / 4;
		posY = Screen.height / 2 + (Screen.height/ 3 + Screen.height/9	);
		GUI.Box (new Rect(posX, posY, healthBarValue,  20), "Health Bar" );
	public override void OnStartClient() 
		// Applying colour changes on server side so that all player see new colour on this gameobject 
		if (isServer) 
			_colour = SelectColour();
	// Update is called once per frame
	void Update () 
		if (!isLocalPlayer) 

		if (Input.GetMouseButtonDown (0)) 
			CmdFire ();

		// Calling player control functions
		Rotation ();
		Movement ();

		healthBarValue = (Screen.width/2) * ((float)currentHealth/(float)maxHealth);

	private void Rotation()
		// Horizontal rotation 
		transform.Rotate(0, Input.GetAxis ("Mouse X") * sensitivityHor, 0);

		//	Vertical rotation 
		_rotationX -= Input.GetAxis("Mouse Y") * sensitivityVert;
		_rotationX = Mathf.Clamp (_rotationX, minimumVert, maximumVert);	//Clamping vertical angle 
		_camera.transform.localEulerAngles = new Vector3 (_rotationX, 0, 0);

	private void Movement()
		// Caculating player movement from keyboard input
		float deltaX = Input.GetAxis ("Horizontal") * speed;
		float deltaZ = Input.GetAxis ("Vertical") * speed; 
		Vector3 movement = new Vector3 (deltaX, 0, deltaZ);

		movement = Vector3.ClampMagnitude (movement, speed);	// Limit diagonal movement to the same speed as movement along an axis
		movement.y = gravity;	// Applying gravity to player movement to make sure player stay on ground and doesn't fly
		movement *= Time.deltaTime;		// Time.deltaTime used so that movement is frame rate independent 
		movement = transform.TransformDirection (movement);		// Transform the movement vector from local to global coordinates 
		_charController.Move (movement);	// Tell the CharaterController to move by that vector 

	private Color SelectColour()
		// Selecting random colour from list 
		List<Color> colours = new List<Color>{ Color.blue, Color.red, Color.yellow, Color.green}; 
		return colours [Random.Range (0, colours.Count)];

	private void SetColor(Color colour)
		GetComponent<MeshRenderer> ().material.color = colour;	// Changing this gameobjects colour

	// This [Command] code is called on the client but run on the server 
	void CmdFire()
		if (_bullet == null && _camera != null) 
			// Spawning bullet
			_bullet = Instantiate (bulletPrefab) as GameObject;
            _bullet.transform.position = _camera.transform.TransformPoint(Vector3.forward * 1.5f);	// Place bullet in front of the enemy and point in same direction 
            _bullet.transform.rotation = _camera.transform.rotation;
			NetworkServer.Spawn (_bullet);		// Spawn the bullet on the clients

	public void TakeDamage(int amount)
		// Check for "isServer", so that damage will only be applied on server
		if (!isServer) 

		currentHealth -= amount;
		if (currentHealth <= 0) 
			currentHealth = 0;

Same problem!