A single vertex can't have more than one texture coordinate. Since each vertex in a cube appears in a corner and is part of three different faces, you'll need to repeat the vertex data three times and match that up with the texture coordinates and then reference those with your indices.
Another way to look at it is that the same index that you're using to reference the vertex is also used to reference a texture coordinate, so since you only have 8 vertices, you'll only be able to reference the first 8 texture coordinates.
In one of the chapters from my book on SceneKit I create a custom cube geometry. Its texture coordinates display the complete texture on each face — so you'll have to change that part — but its indices should work for your cube as well:
// Indices that turn the source data into triangles
// ------------------------------------------------
int indices[] = {
// bottom
0, 2, 1,
1, 2, 3,
// back
10, 14, 11, // 2, 6, 3, + 8
11, 14, 15, // 3, 6, 7, + 8
// left
16, 20, 18, // 0, 4, 2, + 16
18, 20, 22, // 2, 4, 6, + 16
// right
17, 19, 21, // 1, 3, 5, + 16
19, 23, 21, // 3, 7, 5, + 16
// front
8, 9, 12, // 0, 1, 4, + 8
9, 13, 12, // 1, 5, 4, + 8
// top
4, 5, 6,
5, 7, 6
};
// Custom geometry data for a cube
// -------------------------------
SCNVector3 vertices[] = {
SCNVector3Make(-halfSide, -halfSide, halfSide),
SCNVector3Make( halfSide, -halfSide, halfSide),
SCNVector3Make(-halfSide, -halfSide, -halfSide),
SCNVector3Make( halfSide, -halfSide, -halfSide),
SCNVector3Make(-halfSide, halfSide, halfSide),
SCNVector3Make( halfSide, halfSide, halfSide),
SCNVector3Make(-halfSide, halfSide, -halfSide),
SCNVector3Make( halfSide, halfSide, -halfSide),
// repeat exactly the same
SCNVector3Make(-halfSide, -halfSide, halfSide),
SCNVector3Make( halfSide, -halfSide, halfSide),
SCNVector3Make(-halfSide, -halfSide, -halfSide),
SCNVector3Make( halfSide, -halfSide, -halfSide),
SCNVector3Make(-halfSide, halfSide, halfSide),
SCNVector3Make( halfSide, halfSide, halfSide),
SCNVector3Make(-halfSide, halfSide, -halfSide),
SCNVector3Make( halfSide, halfSide, -halfSide),
// repeat exactly the same
SCNVector3Make(-halfSide, -halfSide, halfSide),
SCNVector3Make( halfSide, -halfSide, halfSide),
SCNVector3Make(-halfSide, -halfSide, -halfSide),
SCNVector3Make( halfSide, -halfSide, -halfSide),
SCNVector3Make(-halfSide, halfSide, halfSide),
SCNVector3Make( halfSide, halfSide, halfSide),
SCNVector3Make(-halfSide, halfSide, -halfSide),
SCNVector3Make( halfSide, halfSide, -halfSide)
};
SCNVector3 normals[] = {
// up and down
SCNVector3Make( 0, -1, 0),
SCNVector3Make( 0, -1, 0),
SCNVector3Make( 0, -1, 0),
SCNVector3Make( 0, -1, 0),
SCNVector3Make( 0, 1, 0),
SCNVector3Make( 0, 1, 0),
SCNVector3Make( 0, 1, 0),
SCNVector3Make( 0, 1, 0),
// back and front
SCNVector3Make( 0, 0, 1),
SCNVector3Make( 0, 0, 1),
SCNVector3Make( 0, 0, -1),
SCNVector3Make( 0, 0, -1),
SCNVector3Make( 0, 0, 1),
SCNVector3Make( 0, 0, 1),
SCNVector3Make( 0, 0, -1),
SCNVector3Make( 0, 0, -1),
// left and right
SCNVector3Make(-1, 0, 0),
SCNVector3Make( 1, 0, 0),
SCNVector3Make(-1, 0, 0),
SCNVector3Make( 1, 0, 0),
SCNVector3Make(-1, 0, 0),
SCNVector3Make( 1, 0, 0),
SCNVector3Make(-1, 0, 0),
SCNVector3Make( 1, 0, 0),
};
CGPoint UVs[] = {
CGPointMake(0, 0), // bottom
CGPointMake(1, 0), // bottom
CGPointMake(0, 1), // bottom
CGPointMake(1, 1), // bottom
CGPointMake(0, 1), // top
CGPointMake(1, 1), // top
CGPointMake(0, 0), // top
CGPointMake(1, 0), // top
CGPointMake(0, 1), // front
CGPointMake(1, 1), // front
CGPointMake(1, 1), // back
CGPointMake(0, 1), // back
CGPointMake(0, 0), // front
CGPointMake(1, 0), // front
CGPointMake(1, 0), // back
CGPointMake(0, 0), // back
CGPointMake(1, 1), // left
CGPointMake(0, 1), // right
CGPointMake(0, 1), // left
CGPointMake(1, 1), // right
CGPointMake(1, 0), // left
CGPointMake(0, 0), // right
CGPointMake(0, 0), // left
CGPointMake(1, 0), // right
};