Yes, absolutely right. If you i.e. unwrap UVs (here: follow quads) of a cube in blender then you'll see some "identical" vertices on different locations in the UV-Map (when viewed in the UV editor). These need to be duplicated. Indexed vertices won't help as you can't attach an UV to the index (only to the vertex).

There exists (among other attributes) also a UV2. One might be tempted to try this out. But #1: you need to write your own shader to use it and #2: UV2 might also be used by other features (like baked shadows/lighting).
Depending on your needs own shaders might help in this case anyway if there's a way to calculate the required UVs by other means.