moving Camera with touch constrained to up & down

Hello All,
I have an aerial view Camera facing the ground
and I have a script that works with Arrow Keys (up down left & right) to move it

There is also touch input that works horizontally (x axis) but not vertically (normally y but since I am aerial it is z)

What am I doing wrong?

Here is the javascript

#pragma strict

// Moves object according to finger movement on the screen

	var speed : float = 0.05;
	var nonSpeed : float = 0;
	
	function Update () {
	
			  if (Input.GetKey(KeyCode.RightArrow) ){
		  Debug.Log("right");
			transform.Translate (Vector3(10,0,0) * Time.deltaTime*speed);
		  }
		  
		  
	 	  if ( Input.GetKey(KeyCode.LeftArrow) ){
		  	  		  Debug.Log("left");
			transform.Translate (Vector3(-10,0,0) * Time.deltaTime*speed);
		  }
	
	
	 	  if ( Input.GetKey(KeyCode.UpArrow) ){
		  	  		  Debug.Log("Up");
			transform.Translate (Vector3(0,-10,0) * Time.deltaTime*speed);
		  }
		  
		   if ( Input.GetKey(KeyCode.DownArrow) ){
		  	  		  Debug.Log("Down");
			transform.Translate (Vector3(0,10,0) * Time.deltaTime*speed);
		  }
		  
	
	
		if (Input.touchCount > 0 && 
		  Input.GetTouch(0).phase == TouchPhase.Moved) {
		
			// Get movement of the finger since last frame
			var touchDeltaPosition:Vector3 = Input.GetTouch(0).deltaPosition;
			
			// Move object across XZ plane
			transform.Translate (-touchDeltaPosition.x * speed,
			0,0);
			
			transform.Translate (-touchDeltaPosition.z * speed,
			0,0);
			
		}

	}

Thanks

~be

Here we Go:

Got it working,
Here is the script for future reference:

~be

	var speed : float = 0.05;
	var nonSpeed : float = 0;
	
	function Update () {
	
			  if (Input.GetKey(KeyCode.RightArrow) ){
		  Debug.Log("right");
			transform.Translate (Vector3(10,0,0) * Time.deltaTime*speed);
		  }
		  
		  
	 	  if ( Input.GetKey(KeyCode.LeftArrow) ){
		  	  		  Debug.Log("left");
			transform.Translate (Vector3(-10,0,0) * Time.deltaTime*speed);
		  }
	
	
	 	  if ( Input.GetKey(KeyCode.UpArrow) ){
		  	  		  Debug.Log("Up");
			transform.Translate (Vector3(0,-10,0) * Time.deltaTime*speed);
		  }
		  
		   if ( Input.GetKey(KeyCode.DownArrow) ){
		  	  		  Debug.Log("Down");
			transform.Translate (Vector3(0,10,0) * Time.deltaTime*speed);
		  }
		  
	
	
		if (Input.touchCount > 0 && 
		  Input.GetTouch(0).phase == TouchPhase.Moved) {
		
			// Get movement of the finger since last frame
			var touchDeltaPosition:Vector3 = Input.GetTouch(0).deltaPosition;
			
			// Move object across XY plane
			transform.Translate (-touchDeltaPosition.x * speed,
			0,0);
			    					
			transform.Translate (0,-touchDeltaPosition.y * nonSpeed,0);	 

		
		}
	
	}