Because your ray starts at the centre of the cube, you can easily tell which face of the cube it hits. Simply find the component of u that has the largest magnitude - it's one of the faces with normals pointing along that axis. The sign of that component will tell you which of those two faces it intersects.
For example, if u is (3, -5, 4) then it hits the face of the cube with its normal pointing in the (0, -1, 0) direction (probably the bottom one, but it depends on your coordinate system).
From there you can do a ray vs plane intersectionray vs plane intersection against that cube face.
However, you can simplify that process. In our example, we know that the point of intersection on the y axis is -d/2. So you can just scale u by d/(2*5) to make the y component end up where we want it. That gives us (3d/10, -d/2, 4d/10). If I haven't made any silly mistakes that will be your intersection point on the cube.