Clients movement is not showing in the Master

Options
The following code is for spawning a playerprefabs and assigning buttons for each prefab to jump.

I'm assuming Master as Editor and Client as executable.
When objects in master jumps it is seen in client but when client's objects jump it is not updated in master.
Please help someone. I'm kinda stuck with it :(

Check the link for screenshot of the Scene view.
https://drive.google.com/file/d/1TEaW8gbc0BDrK_lP_3Ciec5cJhuRliCK/view?usp=sharing
public class PlayerNetwork : Photon.MonoBehaviour {

	public static PlayerNetwork instance;
	public string PlayerName {get;private set ;}
	private PhotonView PhotonView;
	private int PlayersInGame=0,id1,id2;
	public GameObject Player;	
	private Transform PlayerFormation,TargetFormation;
	private PlayerController a, b, c,x,y,z;
	private Button a1,b1,c1,x2,y2,z2;
	void Awake ()
	 {		
		instance=this;
		PlayerName="Gamer#"+Random.Range(1000,9999);
		PhotonView=GetComponent<PhotonView>();		
		SceneManager.sceneLoaded+=OnSceneFinishedLoading;		
	}
	
	private void OnSceneFinishedLoading(Scene scene, LoadSceneMode mode)
	{
		if (scene.name=="test")
		{
			if (PhotonNetwork.isMasterClient)
			{
				MasterLoadedGame();
			}
			else
			{
				NonMasterLoadedGame();
			}
		}
	}
	
	private void MasterLoadedGame()
	{
		PhotonView.RPC("RPC_LoadedGameScene",PhotonTargets.MasterClient);
		PhotonView.RPC("RPC_LoadGameOthers",PhotonTargets.Others);				
	}

	private void NonMasterLoadedGame()
	{
		Debug.Log("NonMaster function Called");
		PhotonView.RPC("RPC_LoadedGameScene",PhotonTargets.MasterClient);
	}

	[PunRPC]
	private void RPC_LoadGameOthers()
	{
		PhotonNetwork.LoadLevel(1);
	}

	[PunRPC]
	private void RPC_LoadedGameScene()
	{
		PlayersInGame++;
		if (PlayersInGame==1)
		{
			PhotonView.RPC("RPC_SpawnPlayerCamera",PhotonTargets.MasterClient);
			PhotonView.RPC("RPC_SpawnPlayers",PhotonTargets.MasterClient,id1);			
			PhotonView.RPC("RPC_AssignPlayerButtons",PhotonTargets.MasterClient);						
		}
		else if (PlayersInGame==2)
		{	
			PhotonView.RPC("RPC_SpawnTargets",PhotonTargets.MasterClient,id2);						
			PhotonView.RPC("RPC_SpawnTargetCamera",PhotonTargets.Others);						
			PhotonView.RPC("RPC_SpawnTargets",PhotonTargets.Others,id2);
			PhotonView.RPC("RPC_SpawnPlayers",PhotonTargets.Others,id1);					
			PhotonView.RPC("RPC_AssignTargetButtons",PhotonTargets.Others);			
		}
		if (PlayersInGame==PhotonNetwork.playerList.Length)
		{
			print("All players are in game");			
		}
	}

	[PunRPC]
	private void RPC_SpawnPlayerCamera()
	{		
		Camera.main.transform.position=new Vector3(0f,2f,-7f);
		Camera.main.transform.rotation=Quaternion.Euler(15f,0f,0f);		
	}

	[PunRPC]
	private void RPC_SpawnTargetCamera()
	{	
		Camera.main.transform.position=new Vector3(0f,2f,7f);
		Camera.main.transform.rotation=Quaternion.Euler(15f,180f,0f);
	}

	[PunRPC]
	public void RPC_SpawnTargets(int id2)
	{
		int i = 1;
		id2=100;
                TargetFormation=GameObject.Find("Target Formation").GetComponent<Transform>();
		foreach (Transform child in TargetFormation ) 
		{
			GameObject target =Instantiate(Player,child.transform.position,Quaternion.identity) as GameObject;
			target.name = "Target ("+i+")";
			target.transform.parent = child;			
			PhotonView[] nViews = target.GetComponentsInChildren<PhotonView>(); 
    		        nViews[0].viewID = id2;
			id2++;			
			i++;
		}
		i = 0;
	}

	[PunRPC]
	public void RPC_SpawnPlayers(int id1)
	{
		int i = 1;
		id1=50;
		PlayerFormation=GameObject.Find("Player Formation").GetComponent<Transform>();
		foreach (Transform child in PlayerFormation ) 
		{
			GameObject player = Instantiate(Player,child.transform.position,Quaternion.identity) as GameObject;
			player.name = "Player ("+i+")";
			player.transform.parent = child;			
			PhotonView[] nViews = player.GetComponentsInChildren<PhotonView>(); 
    		        nViews[0].viewID = id1;
			id1++;
			i++;
		}
		i=0;
	}

	[PunRPC]
	private void RPC_AssignPlayerButtons()
	{
		a = GameObject.Find("Player (1)").GetComponent<PlayerController>();       
                b = GameObject.Find("Player (2)").GetComponent<PlayerController>();      
                c = GameObject.Find("Player (3)").GetComponent<PlayerController>();
		a1=GameObject.Find("P1 Jump").GetComponent<Button>();
                a1.onClick.AddListener(a.Jump);
                b1=GameObject.Find("P2 Jump").GetComponent<Button>(); 
                b1.onClick.AddListener(b.Jump);       
                c1=GameObject.Find("P3 Jump").GetComponent<Button>(); 
                c1.onClick.AddListener(c.Jump);		
	}

	[PunRPC]
	private void RPC_AssignTargetButtons()
	{
		x = GameObject.Find("Target (3)").GetComponent<PlayerController>();       
                y = GameObject.Find("Target (2)").GetComponent<PlayerController>();      
                z = GameObject.Find("Target (1)").GetComponent<PlayerController>();
		x2=GameObject.Find("P1 Jump").GetComponent<Button>();
                x2.onClick.AddListener(x.Jump);
                y2=GameObject.Find("P2 Jump").GetComponent<Button>(); 
                y2.onClick.AddListener(y.Jump);       
                z2=GameObject.Find("P3 Jump").GetComponent<Button>(); 
                z2.onClick.AddListener(z.Jump);
	}
	
}