Thanks for posting the video, it was fun to watch!
I loved the line of code they showed at the start: x += (target - x) * 0.1; because i used it a lot, long ago in Macromedia Flash 4.
It is not possible to create that beautiful overshoot wobble animation with that line of code. Making objects following objects creates sort of an ease in.
Meh.
In my opinion, EaseOutBack looks best, because it's very natural, it occurs everywhere in nature where a damped harmonic oscillator is present.
Newton's second law leads to this formula: y(t) + 2 * D * T0 * dy(t)/dt + T0² * d²y(t)/dt² = e(t).
With x(t) = T0 * dy(t)/dt and y(t)/dt = (y(k)- y(k-1))/T (sampling) follows:
x(k) = x(k-1) + T/T0 * [ e(k) - y(k-1) - 2 * D * x(k-1) ]
and y(k) = y(k-1) + T/T0 * x(k-1)
x += TT0 * (e - y - 2f * D * x);
y += TT0 * x; // Note: x and y are not the axes!
// e is the input, target coordinates
// y are output coordinates.
transform.position = y;
If you chose a good TT0 and D, these two lines result in these curves:
TL;DR: EaseOutBack looks cool. And it's programmable with merely those lines.No Lerp or Libraries/Assets required.
Using Vector3 for e, x and y results in this example:
http://zachau.info/krams/unity/ease/