Ah, don’t worry, you’re not doing anything wrong, I was just thinking you meant number of verts shown in Blender. Unity does its own import and things ends up a bit different.
So as you can see, Unity is splitting the vertices, giving one to each face of the cube so you end up with 20 or even 24 (depending on your import settings). Why is this?
Well, Unity will split a vertex into multiple copies if one or more of the following is true:
- It has a different normal vector
- It has a different UV coordinate
- It uses multiple materials so it’s part of a submesh
- Probably other arcane Unity magic reasons
Sometimes you can increase the Normals smoothing angle (when set to Calculate) in Unity to reduce the total verts on things, but that’s unlikely to help for your cube because it also triggers point #2.

Thing is, think of a single vertex at one top corner of your cube. You want every face to display the same texture here, so that one vertex is going to be at the top right of the UV map for one side face, the top left for another face, and probably some other corner for the top face too. Since that one vertex is in multiple locations on the UV map, Unity is splitting it up. Same applies to the others.
For instance if you unwrapped your cube like this instead:
A lot more of the verts would be all in the same place. And if you do that, and go into Unity, and set Normals to calculate, and set the smoothing angle above 90, you’ll see that your cube suddenly has a lot less verts. But you’ll also have a very smoothed-out looking cube: Unity needs the extra verts to show the sharp edges anyway. Plus now you’re getting a lot less use out of your texture with that tiny non-repeated UV map.
Does that make sense? Honestly the real answer is you aren’t doing anything wrong, that’s just how it is, and don’t worry about it. Graphics cards can push millions of triangles and you can’t avoid the extra verts here easily anyway. But it is good to know why.