Since updating to the latest SDK entering playmode generates this stack:
UnityEditor.AssetDatabase:SaveAssets()
PlayFab.PfEditor.PlayFabEditorPrefsSO:Save() (at Assets/PlayFabEditorExtensions/Editor/Scripts/Utils/PlayFabEditorPrefsSO.cs:48)
PlayFab.PfEditor.PlayFabEditorDataService:<RefreshStudiosList>m__0(GetStudiosResult) (at Assets/PlayFabEditorExtensions/Editor/Scripts/Utils/PlayFabEditorDataService.cs:205)
PlayFab.PfEditor.PlayFabEditorHttp:OnWwwSuccess(String, Action`1, Action`1, String) (at Assets/PlayFabEditorExtensions/Editor/Scripts/PlayFabEditorSDK/PlayFabEditorHttp.cs:124)
PlayFab.PfEditor.<MakeApiCall>c__AnonStorey3`2:<>m__0(String) (at Assets/PlayFabEditorExtensions/Editor/Scripts/PlayFabEditorSDK/PlayFabEditorHttp.cs:99)
PlayFab.PfEditor.<Post>c__Iterator0:MoveNext() (at Assets/PlayFabEditorExtensions/Editor/Scripts/PlayFabEditorSDK/PlayFabEditorHttp.cs:213)
PlayFab.PfEditor.EditorCoroutine:Update() (at Assets/PlayFabEditorExtensions/Editor/Scripts/Utils/EditorCoroutine.cs:103)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
which results in SaveAssets.
VRTK disables its VR loaded setup on Asset Refresh so disables the Loaded Setup we intend to start with in the editor. Please add an option to skip whatever you are refreshing. This has started to happen after I updated to the latest SDK.